LuxCoreRender v2.1/2.2 features poll
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- Posts: 135
- Joined: Fri Jul 06, 2018 9:32 am
Re: LuxCoreRender v2.1/2.2 features poll
Hey.
Just gave LuxRender a few test runs and it really rocks. Unfortunately there are a few things that I would need to be able to use it in production instead of Cycles. So without expecting too much, I will write those things down. Maybe they will be noded somewhere (some are on the feature list already).
1) Triplanar Mapping. I use a lot of materials that use different textures on the X/Y axis and Z axis and should be blended softly in the transitions zone.
2) Multiple UV sets for textures.
3) Random node + Value inputs on the 2D mapping node for "Scale" and "Rotation". Feeding random values into these two values creates a bit of texture variety in my scenes. That would help a lot.
Those are the three most important hurdles. Micro-Displacement would be great too, but I don't use it too often and I might be able to convert them into geometry for most of the cases.
Cheers,
Andreas
Just gave LuxRender a few test runs and it really rocks. Unfortunately there are a few things that I would need to be able to use it in production instead of Cycles. So without expecting too much, I will write those things down. Maybe they will be noded somewhere (some are on the feature list already).
1) Triplanar Mapping. I use a lot of materials that use different textures on the X/Y axis and Z axis and should be blended softly in the transitions zone.
2) Multiple UV sets for textures.
3) Random node + Value inputs on the 2D mapping node for "Scale" and "Rotation". Feeding random values into these two values creates a bit of texture variety in my scenes. That would help a lot.
Those are the three most important hurdles. Micro-Displacement would be great too, but I don't use it too often and I might be able to convert them into geometry for most of the cases.
Cheers,
Andreas
Last edited by AndreasResch on Sat Jul 07, 2018 8:01 pm, edited 1 time in total.
Re: LuxCoreRender v2.1/2.2 features poll
Thanks for your feedback. All of those are very useful features that I would also like to see in Lux.
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- Joined: Tue Jul 10, 2018 8:21 pm
Re: LuxCoreRender v2.1/2.2 features poll
"Artist friendly SSS (but you will have to explain me what does it exactly means)"
That would be "random walk" sss. Blender Cycles has it already. So does Arnold.
Random walk in Lux? Yes, please.
And UDIMS! Udims texture support. Need... More... Textures! I guess that would be "Support for multiple UV sets for each mesh vertex."
That would be "random walk" sss. Blender Cycles has it already. So does Arnold.
Random walk in Lux? Yes, please.
And UDIMS! Udims texture support. Need... More... Textures! I guess that would be "Support for multiple UV sets for each mesh vertex."
Re: LuxCoreRender v2.1/2.2 features poll
LuxCore had "random walk" SSS from the start (even old LuxRender had it).
I think you mean something different, maybe the way it can be controlled or how the UI is layed out?
Not to shoot you down, this topic was mentioned a few times already and I also think it could be made more beginner friendly.
It would be good if the users could describe what controls they expect in an SSS shader.
Maybe the whole thing only needs a different UI in BlendLuxCore and we don't have to touch core code at all?
I think you mean something different, maybe the way it can be controlled or how the UI is layed out?
Not to shoot you down, this topic was mentioned a few times already and I also think it could be made more beginner friendly.
It would be good if the users could describe what controls they expect in an SSS shader.
Maybe the whole thing only needs a different UI in BlendLuxCore and we don't have to touch core code at all?
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- Joined: Tue Jul 10, 2018 8:21 pm
Re: LuxCoreRender v2.1/2.2 features poll
This is some images from Appleseed random walk sss. Notice how the color fades? I’ve spent the last 3 hours trying to reproduce that effect in LuxCore. I’ve even used your guide to sss.
It might be user error. How is that effect achieved?
It might be user error. How is that effect achieved?
Re: LuxCoreRender v2.1/2.2 features poll
Can you upload your test scene?
Could it be that you set the scattering color to yellow, instead of the absorption color?
Also, which value was changed in the appleseed scene to achieve the transition?
However, the important question is: Why do the users make errors and how can we improve our interfaces to prevent them?
Could it be that you set the scattering color to yellow, instead of the absorption color?
Also, which value was changed in the appleseed scene to achieve the transition?
Since all of the materials shown in the images are possible to achieve with LuxCore, yes, I think it's user error.It might be user error.
However, the important question is: Why do the users make errors and how can we improve our interfaces to prevent them?
Re: LuxCoreRender v2.1/2.2 features poll
I want artist friendly SSS! At the moment I can't describe what exactly I want, though. But I want it friendly
CPU Bidir + Metropolis | Core i5-4570
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Re: LuxCoreRender v2.1/2.2 features poll
Here you go: https://mega.nz/#!XjhxFRYB!QEMo3kqsLJQ1 ... -S8-ATnqFQ
Textures, hdri, polys, etc.
Blender 2.79
LuxCore 2.0
Windows
Textures, hdri, polys, etc.
Blender 2.79
LuxCore 2.0
Windows
Re: LuxCoreRender v2.1/2.2 features poll
I find the appleseed image a bit hard to replicate, to be honest.theagentwd40 wrote: ↑Fri Jul 13, 2018 5:22 am Here you go: https://mega.nz/#!XjhxFRYB!QEMo3kqsLJQ1 ... -S8-ATnqFQ
Textures, hdri, polys, etc.
Blender 2.79
LuxCore 2.0
Windows
The surface seems to be rough glass, judging from the cube on the left?
And from left to right it seems like the absorption depth is lowered, while the scattering scale is raised.
I changed the lighting and camera in your file to match the appleseed image a bit better.
When I use rough glass in LuxCore, the cube gets very dark with higher scattering scale. I'm not sure if this is correct.
Anyway, here are some different base materials and the scene.
I used pointers for the base material and the absorption color, so you can change them in one place and it is used by all the sub materials/volumes.
- Attachments
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- LuxCore SSS box test byob.blend
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Re: LuxCoreRender v2.1/2.2 features poll
Null and Glossy Tran mix:
Placing a texture on the null:
and adding a texture to the null - glossy translucent material:
and we work up to this:
I get a nice softness but the texture darkens.